Ganymede81
First Post
In my current 5e adventure, we used a large stash of gold in order to hire a company of dwarven mercenaries to defend a town that was going to be raided by goblinoids.
With the exception of Eberron, which I would argue is sui generis, what campaign setting comes close to requiring mechanical support for a magic item economics?
Not Greyhawk.
Not FR.
Not Mystara.
Certainly not Dark Sun.
Certainly not Dragonlance, nor Ravenloft, nor Planescape.
I'd be hard pressed to think of a single campaign setting (outside of, perhaps, Eberron) that has a magic item economy baked-in. And, TBH, Eberron would require a lot more work than just a list of magic item prices.
P.S.: And [MENTION=6802765]Xetheral[/MENTION] , you are absolutely right. That’s what I was saying about official rules having something house-rules will never have. Thank you! ^^
Magic item economies are reflected in the settings (or rather, in the Realms and Eberron) following 3e because they were in the game. The settings changed to accommodate the new place of magic in the rules.With the exception of (organization-specific) prestige classes, none of the legacy mechanics you describe are reflected in the campaign setting itself. Magic item economics are, and that makes a huge difference.
But it can't just create everything all at once. No edition has ever had a 100% conversion rate. (Okay… maybe OD&D to 1st Edition.)When a later edition fails to offer mechanical support (or offers mechanical support many players find insufficient) for elements that are visible in the game world, it creates continuity problems for any legacy campaign settings and for new settings intended to support the same playstyles as those legacy settings.
I'm a Dragonlance and Ravenloft fan. Apart from Barovia/Strahd, neither have seen any real love in 5e/4e, and only 3rd Party support in 3rd. That's not idea, but that's life.Many players want each new edition to continue to (better) support the way they already play D&D, because their enjoyment of such is why they play in the first place. A new system's failure to (adequately) mechanically support elements visible in the game setting, like magic itself economics, is thus far more problematic than simply (e.g.) changing the way grappling is modelled.
I disagree. It's the exact same thing. The DM says "this is the rules we're using". There's not something magical about official rules that make them easier to accept. A optional rule added to a game is still a change and correction of mental rule knowledge, regardless of the source.Adopting official rules is easy. They're already there, and the only buy-in required from the players is a simple agreement to rely on the published work of an acknowledged authority.
Adopting house rules is harder.
If DMs are lacking trust at the table, any new rules will be greeted with hesitation regardless of the source. If the DM is not trusted at the table, are economics in the game world really the largest concern?In addition to the time and energy spent to create the rules in the first place, the DM requires the players to buy-in to the specifics of the chosen solution. Each (usually tacit) request that the players buy-in to a new house rule uses up a variable amout of the DM's social capital, depending on the scope and impact of the house rule (and, most importantly, the tolerance of the inidividual players for houserules). Tweaking mechanics on the fly (ala "I know the rules say this, but let's run it that way, I think it would be more fun") is relatively cheap in terms of expended capital. Introducing new/replacement subsystems, particularly if they're written down (e.g. new magic item crafting and pricing) can be quite costly. That many DMs have sufficient social capital to make such changes without harming their game doesn't help the DMs who don't have enough.
Yes, making a change for the worst causes more disatisfaction. However, your example only has two examples: no change and a change for the worse. Your thought experiment lacks a control.In case that got too abstract, let me try to illustrate the same phenomenon with a more concrete example. Assume two tables playing some RPG. Both tables are using identical grapple rules. At the first table, these are the rules from the book. At the second table (in a different universe with a different book) these are house rules. Further, assume that these grappling rules are awful.
I assert that the players at the second table will be more dissatisfied with the grappling rules than the players at the first table. The reason is because at the second table, the players had to buy-in to the content of the house rules rather than just the reliance on a recognized outside authority. In other words, the players at the second table will be more dissatisfied because the DM who made the awful rules is present and not fixing the problem, whereas at the first table the source of the problem is inaccessible, making the continued use of the awful rules more tolerable.
That's iffy.I'd further assert that the difference in satisfaction can in some situations be significant enough that flawed official rules may be more acceptable than flawed houserules even when the houserules are superior, just because the source of the flaw is closer to hand in the case of house rules.
P.S.: And [MENTION=6802765]Xetheral[/MENTION] , you are absolutely right. That’s what I was saying about official rules having something house-rules will never have. Thank you! ^^
Please take it easy, folks. After all, this is just an internet forum about pretending to be an elf - not the freakin' Thunderdome.
Caliburn101, please refrain from making personal attacks (including implying those who don't share your opinion aren't 'decent GMs' or whatever; see first quote) or trying to 'correct' someone about how they should feel about something (see second quote).
CapnZapp, if you think someone is behaving inappropriately, please use the report function instead of going on a tirade. Agitatedly trying to take matters into your own hands will often accomplish little besides further inflaming an existing altercation - or sparking off a new one.
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Ironically - but not surprisingly, since they're so much bigger business than RPGs - the definition /was/ lifted from the gaming industry. It works very well for more complex computer games and card games, but simpler card, video, & especially, board games, can often get by with mere 'fairness' rather than the more rarefied 'balance' of that definition.It's interesting, but it's a definition that really seems to only apply to D&D and similar games. That definition gets funky when applied to card games, board games, videos games, etc.
Obviously doesn't fit the definition of balance in question. The three choices it offers are each viable, but they are not particularly meaningful (arguably there's some meaning in why each beats and is beaten by one of the others, but it's pretty minor)... and there are only 3 of them.The most balanced game possible is Rock, Paper, Scissors. What's the interesting decision there? Are they meaningful? Varied?
Eberron was created for 3e, so it didn't exactly 'change,' and the Realms have always been decidedly high-magic. Greyhawk, perhaps, changed and changed back in that sense.Magic item economies are reflected in the settings (or rather, in the Realms and Eberron) following 3e because they were in the game. The settings changed to accommodate the new place of magic in the rules.
Well, removing them, and replacing them with the more powerful/higher-impact items and spells of the traditional game.It's not a huge problem for the Realms. The Sundering and restoration of the Weave are a good excuse for depowering magical items from 4e.
A quick read-through of rituals might give you that idea - Disenchant Item is an heroic-level ritual, readily available, there's little use for a +2 weapon at Epic, etc - but the prices of items scaled so rapidly with level that rendering your old stuff for residuum (at 20% efficiency, remember) wouldn't net you enough for even one item of your new level. Unneeded items might get rendered for ritual components or consumables of your level, though - which fits the logic that much better, as they're just gone after they've been used.Plus in 4e, low and middle level magic items were continually reduced to residuum and used to enchant higher level items. So the many mid-level magic items of 3e were destroyed to empower legendary items currently in possession of epic adventurers.
Other 'new' editions weren't conceived (indeed, even justified) with the idea that they were for fans of each and every prior edition. Ironically, 5e is new & different in that regard.New editions should *try* to offer mechanical support for past editions, but they can't include everything for every setting ever published.
There really is. You may not feel that it's right, but it's very much a thing. Players are more likely to be aware of PH rules than DMG rule than supplemental rules than 3pp rules than UA rules than DMsG rules. DM's too. No DM is going to be unaware that there are MCing & Feat rules available for 5e. There are also old-fashioned MCing rules available for 5e (somewhere out there, I'm virtually certain), but most 5e DMs likely never even peruse them, let alone give them serious consideration.I disagree. It's the exact same thing. The DM says "this is the rules we're using". There's not something magical about official rules that make them easier to accept.
But much greater hesitation if it's his own home-brew, and much less if it's a well-known WotC-produced option, surely.If DMs are lacking trust at the table, any new rules will be greeted with hesitation regardless of the source.
D&D had so many awful rules for so long that they became part of its identity.The solution: don't make a changes that are more negative than positive. Don't make awful rules.
5e is /not/ simpler or rules-lite, no edition of D&D ever has been. But it has gone a long way towards fostering acceptance of DM authority to rule on and change the rules. The above digression about what rule option is more 'accepted' is a much more player-side perspective. A DM can impose what he wants - DMing isn't so easy, nor DM's so easy to find that he'll be bereft of players no matter how controversial he wants to get in that regard - a player, OTOH, who wants to use a particular option must shop around for a DM already using it, or, much harder, sell a DM on adopting it, that's where seeing the option as high in the officialdom hierarchy as possible becomes such a point of interest. (And, similarly, where taking the opposite position presents an opportunity to dictate to others how they play the game - or at least, if we're being optimistic, indulge in that impulse even if it's unlikely to work.)5e is much more rules light and people have been playing it a far shorter time, so it's a little easier shifting the rules. The game is much more accepting of house rules, with small changes being more confined and having less side effects.
What's the point of persuading someone to not play the game the way they want to play it or that the way they want to play it is "defective".
Also you mentioned that it is not the game that hands out treasure but DMs. This is demonstrably not true. The APs represent what
many see as the "official" way to play the game. PCs can come away with substantial sums of loot and little or nothing to do with it that matters in the campaign outlined in the AP.
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In my current 5e adventure, we used a large stash of gold in order to hire a company of dwarven mercenaries to defend a town that was going to be raided by goblinoids.